Knight of Roses
12th October 2004, 05:43 PM
These are all from my current campaign, the Sea of Stars, which is a consciously high magic world.
Sea of Stars - House Rules
In no particular order, yet.
Alignment-
No alignments, though some beings and classes may be aligned with certain powers.
Classes-
All classes have Listen (Wis) and Spot (Wis) as class skills.
The following Knowledge skills: Astronomy, Local, Myths and Legends, and Politics are class skills for all characters.
Barbarians add Heal (Wis) and Profession (Wis) to their list of class skills.
Bards add Handle Animal (Cha) and Ride (Dex) to class skills.
Clerics add Gather Information (Cha) and Sense Motive (Wis) to their list of class skills.
Druids add Gather Information (Cha), Knowledge (religion) (Int) and Sense Motive (Wis) to their list of class skills.
Fighters add Heal (Wis), Knowledge (military) (Int), Knowledge (nobility and royalty) (Int), Perform (weapon drill) (Cha) and Profession (Wis) to their list of class skills.
Monks add Heal (Wis) to their class skills.
Paladins add Intimidate (Cha), Knowledge (military) (Int) and Perform (weapon drill) (Cha) to their list of class skills.
Rangers the Favored Enemy ability is unacceptably wide and needs to be narrowed in scope, for example: Arcane Spellcaster, Eosiante Citizens, Ruby Dwaves or Steppe Animals are all acceptable favored enemy types.
Rogues, gain the following class ability:
Right Skill for the Job: at 2nd level and each six levels (8th, 14th, and 20th) thereafter the rogue may choose one skill that is then treated as a class skill for her Rogue levels in all ways.
Specialized Knowledge: at 5th level and every five levels achieved (10th, 15th and 20th), the rogue may choose one Knowledge skill that is treated as a class skill for her Rogue levels in all ways.
Sorcerers, may choose to not take a familiar at 1st level and instead gain a bonus feat.
Sorcerers gain eschew materials as a bonus feat at 1st level.
Sorcerer add Intimidate (Cha) and Perform (Cha) to their list of class skills.
May choose to use the variant Sorcerer class from the Book of Eldritch Might, skills remain changed as above and may choose not to have a familiar and gain a bonus feat instead.
Wizard, may choose to not take a familiar at 1st level and instead gain a bonus feat.
Wizards add Gather Information (Cha) to their list of class skills.
Skills-
Concentration- The following penalties apply to any defensive casting check.
+2 DC for each enemy who threatens the caster beyond the first.
+1 DC if any threatening enemy has 2 ranks of Spellcraft, increased to +3 if any threatening enemy has 5 or more ranks of Spellcraft.
Knowledge Skills: add the following:
• Astronomy, study of the celestial objects and their relationships.
• Dragons, lore and secrets of those most powerful of beings.
• Forbidden, secrets man was not meant to know. [Can only be gained with DM’s permission.]
• Military, organization, tactics and such.
• Myths and Legends, the grand stories of the past, some of which may even be true.
• Philosophy, understanding of the world.
• Politics, who and what is in power, what games are being played and by whom.
• The planes, does not exist as a common skill.
Heal- New skill use:
Battlefield Medicine- Takes one minute, on a successful DC 15 heal check heals 1 points +1 for each 3 points the DC is exceeded by. A treatment of a wound must be begin within 5 minutes of taking it. Only one battlefield medicine check may be made on a person in any hour.
Lack of a healer’s kit add +5 to the DC.
Poor conditions adds +1-10 to the DC.
A clean and warm room reduces gives a +1 circumstance bonus to the battlefield medicine check, a first aid station +3 and a hospital +5.
Note: A healer’s kit does not provide any bonuses for a battlefield medicine check, but it does negate penalties. A masterwork healer’s kit provides a +2 equipment bonus on a battlefield medicine checks but costs 100 and 40 to restock.
A healer’s kit provides enough supplies for ten battlefield medicine or first aid checks. Restocking a healer’s kit costs 25.
New skill synergies
5 or more skill ranks in . . . Gives a +2 bonus on . . .
Knowledge (astronomy) Survival checks to avoid becoming lost (if the stars can be seen)
Knowledge (dragons) Diplomacy checks with dragons
Knowledge (myth and legends) Perform (storytelling)
Knowledge (politics) Gather Information
Languages
Universal . . . . . Ancient and Dead Languages
Low Draconic . . . . . High Giant
Imperial Tongue (by region) . . . . . Rune
Racial . . . . . Regional . . . . . Other
High Draconic* . . . . .Emiri . . . . . Sailor’s Argot
Dwarven (by clan) . . . . . Eosiante . . . . . Weapon-Sworn
Elfin (by family) . . . . . Sheth
Sen’tek . . . . . Yu
*High Draconic is such a complex language that it takes 2 language choices to master.
Feats-
Power Attack- When used with a two-handed weapon, functions as a Strength bonus with each -1 to attack adding +1.5 to damage (rounded down). This bonus combines with the users Strength bonus. i.e. A fighter with a Strength of 13 using a two-handed sword, takes a -1 penalty to attack with Power Attack, his damage bonus with that blow is +3 (+1 for Str, +1 for Power Attack x 1.5 = +3).
Spells and Magic-
No magic missile. No miracle.
The animal enhancement spells (bear’s endurance, bull’s strength and so on) can be cast in any of three ways:
+2 enhancement bonus to the statistic, duration 1 hour/level.
+4 enhancement bonus to the statistic, duration 1 minute/level.
+6 enhancement bonus to the statistic, duration 1 round/level.
With the exception of bear’s endurance which has the following choices when cast on one’s self:
+4 enhancement bonus to Constitution, duration 1 hour/level.
+6 enhancement bonus to Constitution, duration 1 minute/level.
Any teleportation type spell that attempts to cross the space between the islands has a much higher chance of failure, unless the point being transited to is in direct physical line of sight.
The only spells that bring people back from the dead are raise dead (now 9th level) reincarnation (now 8th level) or wish. For any of these spells to be effective it must be cast within 1 day + 1 hour per caster level following the death of the individual in question.
Dragonkine cannot be brought back from the dead by any divine means.
Sea of Stars - House Rules
In no particular order, yet.
Alignment-
No alignments, though some beings and classes may be aligned with certain powers.
Classes-
All classes have Listen (Wis) and Spot (Wis) as class skills.
The following Knowledge skills: Astronomy, Local, Myths and Legends, and Politics are class skills for all characters.
Barbarians add Heal (Wis) and Profession (Wis) to their list of class skills.
Bards add Handle Animal (Cha) and Ride (Dex) to class skills.
Clerics add Gather Information (Cha) and Sense Motive (Wis) to their list of class skills.
Druids add Gather Information (Cha), Knowledge (religion) (Int) and Sense Motive (Wis) to their list of class skills.
Fighters add Heal (Wis), Knowledge (military) (Int), Knowledge (nobility and royalty) (Int), Perform (weapon drill) (Cha) and Profession (Wis) to their list of class skills.
Monks add Heal (Wis) to their class skills.
Paladins add Intimidate (Cha), Knowledge (military) (Int) and Perform (weapon drill) (Cha) to their list of class skills.
Rangers the Favored Enemy ability is unacceptably wide and needs to be narrowed in scope, for example: Arcane Spellcaster, Eosiante Citizens, Ruby Dwaves or Steppe Animals are all acceptable favored enemy types.
Rogues, gain the following class ability:
Right Skill for the Job: at 2nd level and each six levels (8th, 14th, and 20th) thereafter the rogue may choose one skill that is then treated as a class skill for her Rogue levels in all ways.
Specialized Knowledge: at 5th level and every five levels achieved (10th, 15th and 20th), the rogue may choose one Knowledge skill that is treated as a class skill for her Rogue levels in all ways.
Sorcerers, may choose to not take a familiar at 1st level and instead gain a bonus feat.
Sorcerers gain eschew materials as a bonus feat at 1st level.
Sorcerer add Intimidate (Cha) and Perform (Cha) to their list of class skills.
May choose to use the variant Sorcerer class from the Book of Eldritch Might, skills remain changed as above and may choose not to have a familiar and gain a bonus feat instead.
Wizard, may choose to not take a familiar at 1st level and instead gain a bonus feat.
Wizards add Gather Information (Cha) to their list of class skills.
Skills-
Concentration- The following penalties apply to any defensive casting check.
+2 DC for each enemy who threatens the caster beyond the first.
+1 DC if any threatening enemy has 2 ranks of Spellcraft, increased to +3 if any threatening enemy has 5 or more ranks of Spellcraft.
Knowledge Skills: add the following:
• Astronomy, study of the celestial objects and their relationships.
• Dragons, lore and secrets of those most powerful of beings.
• Forbidden, secrets man was not meant to know. [Can only be gained with DM’s permission.]
• Military, organization, tactics and such.
• Myths and Legends, the grand stories of the past, some of which may even be true.
• Philosophy, understanding of the world.
• Politics, who and what is in power, what games are being played and by whom.
• The planes, does not exist as a common skill.
Heal- New skill use:
Battlefield Medicine- Takes one minute, on a successful DC 15 heal check heals 1 points +1 for each 3 points the DC is exceeded by. A treatment of a wound must be begin within 5 minutes of taking it. Only one battlefield medicine check may be made on a person in any hour.
Lack of a healer’s kit add +5 to the DC.
Poor conditions adds +1-10 to the DC.
A clean and warm room reduces gives a +1 circumstance bonus to the battlefield medicine check, a first aid station +3 and a hospital +5.
Note: A healer’s kit does not provide any bonuses for a battlefield medicine check, but it does negate penalties. A masterwork healer’s kit provides a +2 equipment bonus on a battlefield medicine checks but costs 100 and 40 to restock.
A healer’s kit provides enough supplies for ten battlefield medicine or first aid checks. Restocking a healer’s kit costs 25.
New skill synergies
5 or more skill ranks in . . . Gives a +2 bonus on . . .
Knowledge (astronomy) Survival checks to avoid becoming lost (if the stars can be seen)
Knowledge (dragons) Diplomacy checks with dragons
Knowledge (myth and legends) Perform (storytelling)
Knowledge (politics) Gather Information
Languages
Universal . . . . . Ancient and Dead Languages
Low Draconic . . . . . High Giant
Imperial Tongue (by region) . . . . . Rune
Racial . . . . . Regional . . . . . Other
High Draconic* . . . . .Emiri . . . . . Sailor’s Argot
Dwarven (by clan) . . . . . Eosiante . . . . . Weapon-Sworn
Elfin (by family) . . . . . Sheth
Sen’tek . . . . . Yu
*High Draconic is such a complex language that it takes 2 language choices to master.
Feats-
Power Attack- When used with a two-handed weapon, functions as a Strength bonus with each -1 to attack adding +1.5 to damage (rounded down). This bonus combines with the users Strength bonus. i.e. A fighter with a Strength of 13 using a two-handed sword, takes a -1 penalty to attack with Power Attack, his damage bonus with that blow is +3 (+1 for Str, +1 for Power Attack x 1.5 = +3).
Spells and Magic-
No magic missile. No miracle.
The animal enhancement spells (bear’s endurance, bull’s strength and so on) can be cast in any of three ways:
+2 enhancement bonus to the statistic, duration 1 hour/level.
+4 enhancement bonus to the statistic, duration 1 minute/level.
+6 enhancement bonus to the statistic, duration 1 round/level.
With the exception of bear’s endurance which has the following choices when cast on one’s self:
+4 enhancement bonus to Constitution, duration 1 hour/level.
+6 enhancement bonus to Constitution, duration 1 minute/level.
Any teleportation type spell that attempts to cross the space between the islands has a much higher chance of failure, unless the point being transited to is in direct physical line of sight.
The only spells that bring people back from the dead are raise dead (now 9th level) reincarnation (now 8th level) or wish. For any of these spells to be effective it must be cast within 1 day + 1 hour per caster level following the death of the individual in question.
Dragonkine cannot be brought back from the dead by any divine means.